Hey Leute ich habe folgendes Problem und zwar soll das Schulterband im dafür vorgesehenen Slot liegen und nicht im Kostüm-Fenster.
Ich habe bereits versucht im InventoryWindow den selben Index zu verwenden wie im CostumeWindow dies hat aber nicht funktioniert wie man sieht.
Anbei sind Auszüge aus von inventorywindow.py und der GameType.h
Bitte melden Sie sich an, um dieses Bild zu sehen.
"slot" :
(
{"index":EQUIPMENT_START_INDEX+0, "x":43, "y":37, "width":32, "height":64},
{"index":EQUIPMENT_START_INDEX+1, "x":43, "y":2, "width":32, "height":32},
{"index":EQUIPMENT_START_INDEX+2, "x":43, "y":149, "width":32, "height":32},
{"index":EQUIPMENT_START_INDEX+3, "x":81, "y":72, "width":32, "height":32},
{"index":EQUIPMENT_START_INDEX+4, "x":3, "y":3, "width":32, "height":96},
{"index":EQUIPMENT_START_INDEX+5, "x":120, "y":73, "width":32, "height":32},
{"index":EQUIPMENT_START_INDEX+6, "x":116, "y":43, "width":32, "height":32}, #Cercei
{"index":EQUIPMENT_START_INDEX+7, "x":7, "y":149, "width":32, "height":32},
{"index":EQUIPMENT_START_INDEX+8, "x":80, "y":149, "width":32, "height":32},
{"index":EQUIPMENT_START_INDEX+9, "x":114, "y":2, "width":32, "height":32}, #Pfeile
{"index":EQUIPMENT_START_INDEX+10, "x":83, "y":44, "width":32, "height":32}, #Schild
{"index":item.EQUIPMENT_RING1, "x":117, "y":109, "width":32, "height":32}, #Inel special 1
{"index":item.EQUIPMENT_RING2, "x":118, "y":149, "width":32, "height":32}, #Inel special 2
{"index":item.EQUIPMENT_BELT, "x":81, "y":103, "width":32, "height":32}, #Belt
{"index":COSTUME_START_INDEX+2, "x":80, "y":3, "width":32, "height":32}, # Slot Sash Illumina
const DWORD c_Name_Max_Length = 64;
const DWORD c_FileName_Max_Length = 128;
const DWORD c_Short_Name_Max_Length = 32;
const DWORD c_Inventory_Page_Size = 5*9; // x*y
const DWORD c_Inventory_Page_Count = 4;
const DWORD c_ItemSlot_Count = c_Inventory_Page_Size * c_Inventory_Page_Count;
const DWORD c_Equipment_Count = 12;
const DWORD c_Equipment_Start = c_ItemSlot_Count;
const DWORD c_Equipment_Body = c_Equipment_Start + 0;
const DWORD c_Equipment_Head = c_Equipment_Start + 1;
const DWORD c_Equipment_Shoes = c_Equipment_Start + 2;
const DWORD c_Equipment_Wrist = c_Equipment_Start + 3;
const DWORD c_Equipment_Weapon = c_Equipment_Start + 4;
const DWORD c_Equipment_Neck = c_Equipment_Start + 5;
const DWORD c_Equipment_Ear = c_Equipment_Start + 6;
const DWORD c_Equipment_Unique1 = c_Equipment_Start + 7;
const DWORD c_Equipment_Unique2 = c_Equipment_Start + 8;
const DWORD c_Equipment_Arrow = c_Equipment_Start + 9;
const DWORD c_Equipment_Shield = c_Equipment_Start + 10;
#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
#ifdef ENABLE_ACCE_SYSTEM
const DWORD c_New_Equipment_Start = c_Equipment_Start + 22;
#else
const DWORD c_New_Equipment_Start = c_Equipment_Start + 21;
#endif
const DWORD c_New_Equipment_Count = 3;
const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 0;
const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 1;
const DWORD c_Equipment_Belt = c_New_Equipment_Start + 2;;
#endif
enum EDragonSoulDeckType
{
DS_DECK_1,
DS_DECK_2,
DS_DECK_MAX_NUM = 2,
};
enum EDragonSoulGradeTypes
{
DRAGON_SOUL_GRADE_NORMAL,
DRAGON_SOUL_GRADE_BRILLIANT,
DRAGON_SOUL_GRADE_RARE,
DRAGON_SOUL_GRADE_ANCIENT,
DRAGON_SOUL_GRADE_LEGENDARY,
DRAGON_SOUL_GRADE_MAX,
};
enum EDragonSoulStepTypes
{
DRAGON_SOUL_STEP_LOWEST,
DRAGON_SOUL_STEP_LOW,
DRAGON_SOUL_STEP_MID,
DRAGON_SOUL_STEP_HIGH,
DRAGON_SOUL_STEP_HIGHEST,
DRAGON_SOUL_STEP_MAX,
};
#ifdef ENABLE_COSTUME_SYSTEM
const DWORD c_Costume_Slot_Start = c_Equipment_Start + 19; // [주의] 숫자(19) 하드코딩 주의. 현재 서버에서 코스츔 슬롯은 19부터임. 서버 common/length.h 파일의 EWearPositions 열거형 참고.
const DWORD c_Costume_Slot_Body = c_Costume_Slot_Start + 0;
const DWORD c_Costume_Slot_Hair = c_Costume_Slot_Start + 1;
#ifdef ENABLE_ACCE_SYSTEM
const DWORD c_Costume_Slot_Acce = c_Costume_Slot_Start + 2;
#endif
#ifdef ENABLE_ACCE_SYSTEM
const DWORD c_Costume_Slot_Count = 3;
#else
const DWORD c_Costume_Slot_Count = 2;
#endif
const DWORD c_Costume_Slot_End = c_Costume_Slot_Start + c_Costume_Slot_Count;
#endif
.....
Bin dankbar für jeden Lösungsansatz
MfG
Shanks